#pragma once

class DeferredShadingPhase:
	public IRenderPhase
{
public:
	DeferredShadingPhase();
	~DeferredShadingPhase();

	/*----IRenderPhase----------------------------------------------------------*/
	virtual void		Initialize(GLTexture* output)	override final;
	virtual void		SortTasks(uint fboid)			override final;
	virtual void		AddTask(RenderTask* task)		override final;
	virtual void		PreFramebufferBind(uint fboid)	override final;
	virtual void		PostFramebufferBind(uint fboid) override final;
	virtual void		PrePostprocess()				override final;
	/*--------------------------------------------------------------------------*/

private:
};

